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Everything posted by KillAshley
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[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
true, but a f class main sequence wouldn't be much of a change...I suggested these 3 main ones purely because of the drastic change the systems would bring. Btw the blue main sequence I suggested is a b class bordering on an a class...a lot hotter and brighter. -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
basically i have more than doubled the amount of bodies in the stock system, so yeah some of the journeys will take a long time seeing as i had to make room! I've added screenshots of the solar layout into the OP, just follow the written description of the layout under it to see where everything is (you may want to open the album in a new tab to see it larger) -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
sry guys, been relaxing on my days off, having a break from issues...but lets get back into it! Thanks for letting me know mate, I'll look into this and see if theres more problems i missed. Sry i missed your post yesterday, didn't see it at all... Do you mean TAC Life Support? If so, I'm not sure if it's still being worked on but there WAS a mod called deep freeze that added cryogenic pods for TAC-LS for long journeys. If it's gone then try lowering the TAC resource consumption, or plan your trips very carefully! TBH I haven't used TAC in a while, I prefere to play with USI Life Support now, as i had too many cases of space stations losing power and everyone dieing and it made me rage one too many times. I'll have a look and see if there's anything i can do to help these mods cooperate with mine a little better. If you have any suggestions, please feel free to let me know! thanks bro, oh and by the way I should be able to get more of the biome maps for our K+ pack done tomorrow -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
@leouch mods that add resources are ones like the USI catalogue, EPL, etc....most of the resources should randomly generate from the crp base configs, so there shouldn't be problems (except for karboniteplus which has no support for now) if theres problems installing other mods let the mod author know and perhaps they can help better than i can Oh and as for the timewarp thing, yes missions can be LONG now haha! look up some timewarp mods like WarpUnlocker or BetterTimeWarp @0thatguy it's aright, theres still alot of work to do on the terrain, but mostly just minor tweaks and ALOT of testing haha! I'm having easing up on the work atm as IRL has got me pretty busy, but I've got a long list of things I want improved for next version. If you spot anything else out of the ordinary please let me know! -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
You know to be honest I've never landed in the borderlands of serran's "face" I'll look at increasing the resolution of the colormap used to generate surface texture, Sry. As for the ksprc link, ksprc is outdated yes but if you update the dependancies it uses it still works. my patch hasn't been updated for a while though so there might be planets missing. -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
Hmmm I'll have to have a look at it for you, I haven't noticed anything myself or had any other reports about it so I didn't think there were any errors. The only contract problem I've been told of is when custom contracts dint give you enough time....leave it with me -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
well any help you want to offer is very much appreciated mate, just let me know. MM patches are pretty easy to write, I have a tonne of them sitting pretty for the next major release that'll give players a chance to customize the mod, like changing stars, compatability, etc. that is pretty awesome! I don't think custom scatter is implemented into kopernicus yet...BUT i do know it's planned! things like that will happen once it's possible Awesome, glad to hear it! any issues just let me know dude! now THAT would be amazing! -
Hmmm I haven't noticed that, I'll try and get Amarius1's attention and try to change it as I don't have access myself. Unfortunately ckan can't be used for planet packs atm, as kopernicus is too early in development that we all have different versions running. Causes too many incompatibilities, hopefully in the future this can change
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[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
I have been suggested this before, unfortunately it's really not that feasible, I could provide a mm patch to move aptur to kerbins soi, but with the layout of such a system is pretty unrealistic for my taste. I created aptur to be this small jump point for early game, as it actually takea less effort to burn to, land l and return than the stock system. If you think I should provide this mm patch to move aptur into kerbins soi let me know. The next update will be a while, but my focus for it is all about customisation for the players. -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
Yeah I have to admit, I've never actually used mechjeb before. I've always played with KER and TWP. For me finding the right maneuvers myself feels more rewarding g personally. Protracter is pretty useful though so I recommend experimenting and finding what works for you. -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
haha it's deceptive! It's not that hard to make it around, I had to make sure it was playable! I wish i both had the time and knew how to make a delta-v map for the mod, would make things a lot better...but I don't really have numbers for the delta-v requirements. Transfer window planner, or mechjeb might be able to help making the calculations for you. -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
Awesome! It actually bugs out the part completely, seems it's set to 'moving' as soon as the craft loads up as if it's deploying. Stops orbital surveys completely most of the time too! oh, and I still giggle from time to time I have secret projects, New Horizons will probably only have 1 star, but there's something special coming one day.... -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
That's what I'm thinking, however I'm trying to alter thing as much as I can using just kopernicus. I'll integrate other mods once I hit the limit. thanks bro, but of a bug atm with resource scanners, there'll be an update to fix this major error asap -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
No the update fixes atmospheres on the custom worlds and makes it so that you don't explode instantly at high speeds, you can finally aerobrake on the planets now. I'll try and get a fix for the resources uploaded soon as I can, turns out it was erroring when there are multiple biomes on the same world for the same resource. I'll also tweak the descriptions for you, the oxygen worlds are Sonnah, Serran and Titanus. -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
ok so I've finally had the time to test the m700 survey scanner, and it is indeed buggy. Seems my resource configs are to blame so I'll fix them ASAP. For the time being, please delete the ResourceConfigs folder inside of the New_Horizons folder -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
KillAshley replied to KillAshley's topic in KSP1 Mod Releases
So I figured I'd make sure my atmospheres were working correctly and pushed through a sneaky update. No new sun yet, I want to do it perfectly....I just wanted to fix up the errors in my previous atmosphere settings. So with that said: New Horizons v1.4.2 is now live on CurseForge -New pressure curve allows for stable decent through atmospheres. -Converted textures to .dds format to reduce memory impact -Minor terrain tweaks on various planets -Minor texture tweaks on various planets This update has the main steps towards the switch to .dds format. It drops a huge amount of memory, but at the cost of some visual fidelity (most noticable on arin/nolas & atell). After a lot of thought i decided that the memory saved by the swicth was worth the quality loss, as this mod does like to chew RAM for breakfast. If anyone spots any problems with the improved settings, please let me know! -
part textures are found in the texturereplacer>default>squad>parts folders:wink:
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